Midnight Special Posted November 12, 2008 Share Posted November 12, 2008 Hi guys...I coded and animation in my mod but when CJ does that animation he do the animation very very short! why the hell i tried few things but nothing can someone give me the code or explain how to change the animation duration? Link to comment Share on other sites More sharing options...
_VaNkAtA_ Posted November 12, 2008 Share Posted November 12, 2008 Post the script. Link to comment Share on other sites More sharing options...
Midnight Special Posted November 12, 2008 Author Share Posted November 12, 2008 Post the script. okay: // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'BOMB_BRIEFCASE' :BOMB_BRIEFCASE_190001: wait 0 ms 00D6: if and0AB0: key_pressed 16 0AB0: key_pressed 9 8449: not actor $PLAYER_ACTOR in_a_car 847A: not actor $PLAYER_ACTOR driving_bike 84A7: not actor $PLAYER_ACTOR driving_boat 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle 84A9: not actor $PLAYER_ACTOR driving_heli 004D: jump_if_false @BOMB_BRIEFCASE_19 0002: jump @BOMB_BRIEFCASE_74 :BOMB_BRIEFCASE_740001: wait 0 ms 04ED: load_animation "BOMBER"04ED: load_animation "COP_AMBIENT" 0247: load_model 1210 038B: load_requested_models 0247: load_model #BULLET0247: load model #MINIGUN 0001: wait 0 ms 00D6: if and0248: model #BULLET available0248: model #MINIGUN available 0248: model 1210 available 04EE: animation "BOMBER" loaded04EE: animation "COP_AMBIENT" loaded 004D: jump_if_false @BOMB_BRIEFCASE_74 0107: $BOMB = create_object 1210 at 0.0 0.0 0.0 0382: set_object $BOMB collision_detection 0 0004: $TIMER = 10000 014E: set_timer_to $TIMER type 1 // global_variable 0890: enable_sound_when_timer $TIMER reach 3 seconds // global_variable 0001: wait 0 ms 0396: pause_timer 1 070A: AS_actor $PLAYER_ACTOR attach_to_object $BOMB offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT" IFP_file "BOMBER" 4.0 loop 0 1 1 0 time 2666 // versionA 04C4: store_coords_to $PLANTPOSX $PLANTPOSY $PLANTPOSZ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 -1.1 0001: wait 1666 ms 0108: destroy_object $BOMB 0107: $BOMB2 = create_object 1210 at $PLANTPOSX $PLANTPOSY $PLANTPOSZ 0001: wait 1000 ms 07F7: set_object $BOMB2 indestructible 1 0392: make_object $BOMB2 moveable 0 0400: store_coords_to $BOMBX $BOMBY $BOMBZ from_object $BOMB2 with_offset 0.0 0.0 0.0 0400: store_coords_to $BOMBX2 $BOMBY2 $BOMBZ2 from_object $BOMB2 with_offset 2.0 2.0 0.0 0400: store_coords_to $BOMBX3 $BOMBY3 $BOMBZ3 from_object $BOMB2 with_offset -2.0 -2.0 0.0 0400: store_coords_to $BOMBX4 $BOMBY4 $BOMBZ4 from_object $BOMB2 with_offset 4.0 4.0 0.0 0400: store_coords_to $BOMBX5 $BOMBY5 $BOMBZ5 from_object $BOMB2 with_offset -4.0 -4.0 0.00400: store_coords_to $BOMBX6 $BOMBY6 $BOMBZ6 from_object $BOMB2 with_offset -4.0 -4.0 0.000D6: if 0 0AB0: key_pressed 14 0396: pause_timer 00001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms 018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 07F7: set_object $BOMB2 indestructible 0 0001: wait 0 ms 020C: create_explosion_with_radius 7 at $BOMBX $BOMBY $BOMBZ 0001: wait 50 ms 020C: create_explosion_with_radius 7 at $BOMBX2 $BOMBY2 $BOMBZ2 0001: wait 50 ms 020C: create_explosion_with_radius 7 at $BOMBX3 $BOMBY3 $BOMBZ3 0001: wait 50 ms 020C: create_explosion_with_radius 7 at $BOMBX4 $BOMBY4 $BOMBZ4 0001: wait 50 ms 020C: create_explosion_with_radius 7 at $BOMBX5 $BOMBY5 $BOMBZ50001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX6 $BOMBY6 $BOMBZ6 0001: wait 50 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "COPLOOK_IN" IFP_file "COP_AMBIENT" 4.0 loop 1 1 1 0 time 4000 // versionA 00A5: [email protected] = create_car #BULLET at $BOMBX $BOMBY $BOMBZ 010D: set_player $PLAYER_CHAR wanted_level_to 4 0108: destroy_object $BOMB2 0396: pause_timer 10001: wait 1000 ms 018E: stop_sound 1028 0001: wait 2000 ms 014F: stop_timer $TIMER 0249: release_model 1210 04EF: release_animation "BOMBER"04EF: release_animation "COP_AMBIENT" 0002: jump @BOMB_BRIEFCASE_19 Umm please find my mistakes and tell me the solution if i got mistake..i am a new coder. Link to comment Share on other sites More sharing options...
james227uk Posted November 12, 2008 Share Posted November 12, 2008 Alter the time on these opcodes: 070A: AS_actor $PLAYER_ACTOR attach_to_object $BOMB offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -1 0605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT" IFP_file "BOMBER" 4.0 loop 0 1 1 0 time 2666 // versionA Link to comment Share on other sites More sharing options...
_VaNkAtA_ Posted November 12, 2008 Share Posted November 12, 2008 The timer doesn't work well for me, or it's just because of my San Andreas version.CJ wasn't able to even start the animation before I changed the "if not actor driving" lines, here's how I changed it:(tell me how it works) {$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'BOMB_BRIEFCASE':BOMB_BRIEFCASE_190001: wait 0 ms00D6: if and0AB0: key_pressed 160AB0: key_pressed 9 NOT Actor.Driving($PLAYER_ACTOR)004D: jump_if_false @BOMB_BRIEFCASE_19:BOMB_BRIEFCASE_740001: wait 0 ms04ED: load_animation "BOMBER"04ED: load_animation "COP_AMBIENT"0247: load_model 1210038B: load_requested_models0247: load_model #BULLET0247: load model #MINIGUN0001: wait 0 ms00D6: if and0248: model #BULLET available0248: model #MINIGUN available0248: model 1210 available04EE: animation "BOMBER" loaded04EE: animation "COP_AMBIENT" loaded004D: jump_if_false @BOMB_BRIEFCASE_740107: $BOMB = create_object 1210 at 0.0 0.0 0.00382: set_object $BOMB collision_detection 00004: $TIMER = 10000014E: set_timer_to $TIMER type 1 // global_variable0890: enable_sound_when_timer $TIMER reach 3 seconds // global_variable0001: wait 0 ms0396: pause_timer 1070A: AS_actor $PLAYER_ACTOR attach_to_object $BOMB offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -10605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT" IFP_file "BOMBER" 4.0 loop 0 1 1 0 time -1// versionA04C4: store_coords_to $PLANTPOSX $PLANTPOSY $PLANTPOSZ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 -1.10001: wait 1666 ms0108: destroy_object $BOMB0107: $BOMB2 = create_object 1210 at $PLANTPOSX $PLANTPOSY $PLANTPOSZ0001: wait 1000 ms07F7: set_object $BOMB2 indestructible 10392: make_object $BOMB2 moveable 00400: store_coords_to $BOMBX $BOMBY $BOMBZ from_object $BOMB2 with_offset 0.0 0.0 0.00400: store_coords_to $BOMBX2 $BOMBY2 $BOMBZ2 from_object $BOMB2 with_offset 2.0 2.0 0.00400: store_coords_to $BOMBX3 $BOMBY3 $BOMBZ3 from_object $BOMB2 with_offset -2.0 -2.0 0.00400: store_coords_to $BOMBX4 $BOMBY4 $BOMBZ4 from_object $BOMB2 with_offset 4.0 4.0 0.00400: store_coords_to $BOMBX5 $BOMBY5 $BOMBZ5 from_object $BOMB2 with_offset -4.0 -4.0 0.00400: store_coords_to $BOMBX6 $BOMBY6 $BOMBZ6 from_object $BOMB2 with_offset -4.0 -4.0 0.000D6: if 00AB0: key_pressed 140396: pause_timer 00001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ07F7: set_object $BOMB2 indestructible 00001: wait 0 ms020C: create_explosion_with_radius 7 at $BOMBX $BOMBY $BOMBZ0001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX2 $BOMBY2 $BOMBZ20001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX3 $BOMBY3 $BOMBZ30001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX4 $BOMBY4 $BOMBZ40001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX5 $BOMBY5 $BOMBZ50001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX6 $BOMBY6 $BOMBZ60001: wait 50 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "COPLOOK_IN" IFP_file "COP_AMBIENT" 4.0 loop 1 1 1 0 time 4000 // versionA00A5: [email protected] = create_car #BULLET at $BOMBX $BOMBY $BOMBZ010D: set_player $PLAYER_CHAR wanted_level_to 40108: destroy_object $BOMB20396: pause_timer 10001: wait 1000 ms018E: stop_sound 10280001: wait 2000 ms014F: stop_timer $TIMER0249: release_model 121004EF: release_animation "BOMBER"04EF: release_animation "COP_AMBIENT"0002: jump @BOMB_BRIEFCASE_19 Link to comment Share on other sites More sharing options...
TigerTanker Posted November 12, 2008 Share Posted November 12, 2008 Hey man, It's a really nice mod. I am looking for a same one for months Link to comment Share on other sites More sharing options...
Midnight Special Posted November 13, 2008 Author Share Posted November 13, 2008 The timer doesn't work well for me, or it's just because of my San Andreas version.CJ wasn't able to even start the animation before I changed the "if not actor driving" lines, here's how I changed it:(tell me how it works) {$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'BOMB_BRIEFCASE':BOMB_BRIEFCASE_190001: wait 0 ms00D6: if and0AB0: key_pressed 160AB0: key_pressed 9 NOT Actor.Driving($PLAYER_ACTOR)004D: jump_if_false @BOMB_BRIEFCASE_19:BOMB_BRIEFCASE_740001: wait 0 ms04ED: load_animation "BOMBER"04ED: load_animation "COP_AMBIENT"0247: load_model 1210038B: load_requested_models0247: load_model #BULLET0247: load model #MINIGUN0001: wait 0 ms00D6: if and0248: model #BULLET available0248: model #MINIGUN available0248: model 1210 available04EE: animation "BOMBER" loaded04EE: animation "COP_AMBIENT" loaded004D: jump_if_false @BOMB_BRIEFCASE_740107: $BOMB = create_object 1210 at 0.0 0.0 0.00382: set_object $BOMB collision_detection 00004: $TIMER = 10000014E: set_timer_to $TIMER type 1 // global_variable0890: enable_sound_when_timer $TIMER reach 3 seconds // global_variable0001: wait 0 ms0396: pause_timer 1070A: AS_actor $PLAYER_ACTOR attach_to_object $BOMB offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time -10605: actor $PLAYER_ACTOR perform_animation_sequence "BOM_PLANT" IFP_file "BOMBER" 4.0 loop 0 1 1 0 time -1// versionA04C4: store_coords_to $PLANTPOSX $PLANTPOSY $PLANTPOSZ from_actor $PLAYER_ACTOR with_offset 0.0 0.4 -1.10001: wait 1666 ms0108: destroy_object $BOMB0107: $BOMB2 = create_object 1210 at $PLANTPOSX $PLANTPOSY $PLANTPOSZ0001: wait 1000 ms07F7: set_object $BOMB2 indestructible 10392: make_object $BOMB2 moveable 00400: store_coords_to $BOMBX $BOMBY $BOMBZ from_object $BOMB2 with_offset 0.0 0.0 0.00400: store_coords_to $BOMBX2 $BOMBY2 $BOMBZ2 from_object $BOMB2 with_offset 2.0 2.0 0.00400: store_coords_to $BOMBX3 $BOMBY3 $BOMBZ3 from_object $BOMB2 with_offset -2.0 -2.0 0.00400: store_coords_to $BOMBX4 $BOMBY4 $BOMBZ4 from_object $BOMB2 with_offset 4.0 4.0 0.00400: store_coords_to $BOMBX5 $BOMBY5 $BOMBZ5 from_object $BOMB2 with_offset -4.0 -4.0 0.00400: store_coords_to $BOMBX6 $BOMBY6 $BOMBZ6 from_object $BOMB2 with_offset -4.0 -4.0 0.000D6: if 00AB0: key_pressed 140396: pause_timer 00001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ 0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ0001: wait 1000 ms018C: play_sound 1028 at $BOMBX $BOMBY $BOMBZ07F7: set_object $BOMB2 indestructible 00001: wait 0 ms020C: create_explosion_with_radius 7 at $BOMBX $BOMBY $BOMBZ0001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX2 $BOMBY2 $BOMBZ20001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX3 $BOMBY3 $BOMBZ30001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX4 $BOMBY4 $BOMBZ40001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX5 $BOMBY5 $BOMBZ50001: wait 50 ms020C: create_explosion_with_radius 7 at $BOMBX6 $BOMBY6 $BOMBZ60001: wait 50 ms0605: actor $PLAYER_ACTOR perform_animation_sequence "COPLOOK_IN" IFP_file "COP_AMBIENT" 4.0 loop 1 1 1 0 time 4000 // versionA00A5: [email protected] = create_car #BULLET at $BOMBX $BOMBY $BOMBZ010D: set_player $PLAYER_CHAR wanted_level_to 40108: destroy_object $BOMB20396: pause_timer 10001: wait 1000 ms018E: stop_sound 10280001: wait 2000 ms014F: stop_timer $TIMER0249: release_model 121004EF: release_animation "BOMBER"04EF: release_animation "COP_AMBIENT"0002: jump @BOMB_BRIEFCASE_19 You forgot the opcode of NOT Actor Driving Link to comment Share on other sites More sharing options...
_VaNkAtA_ Posted November 13, 2008 Share Posted November 13, 2008 :BOMB_BRIEFCASE_190001: wait 0 ms00D6: if and0AB0: key_pressed 160AB0: key_pressed 9NOT Actor.Driving($PLAYER_ACTOR) I didn't Link to comment Share on other sites More sharing options...
Midnight Special Posted November 13, 2008 Author Share Posted November 13, 2008 use this: 8449: not actor $PLAYER_ACTOR in_a_car Link to comment Share on other sites More sharing options...
_VaNkAtA_ Posted November 13, 2008 Share Posted November 13, 2008 There's almost no diffrence... Link to comment Share on other sites More sharing options...
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